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RsD3DMaterialFromME2_HLSLInstricts_PS.fx
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2008-06-10
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//----------------------------------------------------------------------
//This is the HLSL intrinsic function translation for vertex shaders (no textures)
//
//Author - Michal Valient
//Copyright (C) 2004 Caligari corporation
//
//----------------------------------------------------------------------
#ifdef rtx_Ddx
#undef rtx_Ddx
#endif
#ifdef rtx_Ddy
#undef rtx_Ddy
#endif
#ifdef rtx_Tex1D
#undef rtx_Tex1D
#endif
#ifdef rtx_Tex1DProj
#undef rtx_Tex1DProj
#endif
#ifdef rtx_Tex1DBias
#undef rtx_Tex1DBias
#endif
#ifdef rtx_Tex2D
#undef rtx_Tex2D
#endif
#ifdef rtx_Tex2DProj
#undef rtx_Tex2DProj
#endif
#ifdef rtx_Tex2DBias
#undef rtx_Tex2DBias
#endif
#ifdef rtx_Tex3D
#undef rtx_Tex3D
#endif
#ifdef rtx_Tex3DProj
#undef rtx_Tex3DProj
#endif
#ifdef rtx_Tex3DBias
#undef rtx_Tex3DBias
#endif
#ifdef rtx_TexCUBE
#undef rtx_TexCUBE
#endif
#ifdef rtx_TexCUBEProj
#undef rtx_TexCUBEProj
#endif
#ifdef rtx_TexCUBEBias
#undef rtx_TexCUBEBias
#endif
#ifdef ddx
#undef ddx
#endif
#ifdef ddy
#undef ddy
#endif
#ifdef tex1D
#undef tex1D
#endif
#ifdef tex1Dproj
#undef tex1Dproj
#endif
#ifdef tex1Dbias
#undef tex1Dbias
#endif
#ifdef tex2D
#undef tex2D
#endif
#ifdef tex2Dproj
#undef tex2Dproj
#endif
#ifdef tex2Dbias
#undef tex2Dbias
#endif
#ifdef tex3D
#undef tex3D
#endif
#ifdef tex3Dproj
#undef tex3Dproj
#endif
#ifdef tex3Dbias
#undef tex3Dbias
#endif
#ifdef texCUBE
#undef texCUBE
#endif
#ifdef texCUBEproj
#undef texCUBEproj
#endif
#ifdef texCUBEbias
#undef texCUBEbias
#endif
#ifdef rtx_CubeNormalize
#undef rtx_CubeNormalize
#endif
#define rtx_Ddx ddx
#define rtx_Ddy ddy
#define rtx_Tex1D tex1D
#define rtx_Tex1DProj tex1Dproj
#define rtx_Tex1DBias tex1Dbias
#define rtx_Tex2D tex2D
#define rtx_Tex2DProj tex2Dproj
#define rtx_Tex2DBias tex2Dbias
#define rtx_Tex3D tex3D
#define rtx_Tex3DProj tex3Dproj
#define rtx_Tex3DBias tex3Dbias
#define rtx_TexCUBE texCUBE
#define rtx_TexCUBEProj texCUBEproj
#define rtx_TexCUBEBias texCUBEbias
//CubeMapLookup Normalization core
#ifdef RSD3D_CUBEMAPNORMALIZE
#define rtx_CubeNormalize(A) (2.0f*texCUBE(smpl_CubeMapNormalization, A).xyz - 1.0f)
#else
#define rtx_CubeNormalize(A) normalize(A)
#endif